> Greetings, > The gods on my mud have been mulling over the hack/slash concept and > trying our bests to make the mud still just as fun, but far less > hack/slash. An idea I came up with and am about to commit myself to would > be lessening experience given by mobs each time a character kills that > mob. Not only does this make _sense_, but it would fix our problem. > My current code design is to create a plr_mob directory, under lib, that > will keep a track of mobs that the player has killed and the number. Each > time a mob is killed and gain_exp() is called, it will do various lookups > from the file, similiar to objects. You might want to double check, i know that this was a hot discussion item about a year and say 8 months ago. There's quite a few muds that actually have this implemented, limiting at around 100 mobs types that it remembere at one time ...(counting..)... wouldn't put it in a file and read each time.. just make an array of say 100 maybe, based on your max vnum, but array of structs like: struct this_struct { int vnum; /* mob vnum */ int numtime; /* number of times it was killed */ struct this_struct *next; } and just hash to an appropiate array upon checkup, throw your collisions at the end, and write another function to go through and clear out anything that is _x_ levels below the current player (or per level, or something.. you're not going to care if he killed 3 million fidos at level 290..) Easy, and throw it in player specials saved (requiring a pfile conversion or wipe...less you've got ascii *yay ascii*) PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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